| T O P I C R E V I E W |
| Saxmilian |
Posted - 11 Oct 2011 : 02:18:23 Is it listed anywhere how quickly a town regenerates its gold limits? The village we're in has a 200 gold limit, I was thinking perhaps a month? or was that yearly? Makes hanging around those quaint farming towns annoying for waizard wanting to pen scrolls.
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| 5 L A T E S T R E P L I E S (Newest First) |
| Marc |
Posted - 11 Oct 2011 : 17:01:45 Depends where this village is, for example in my Kingmaker campaign they have a small town and cause it's a frontier region I calculate the caravan time distance to the nearest major settlements (Coastal Cities in the south, Restov, Zobeck in the east and north) times four. |
| Kentinal |
Posted - 11 Oct 2011 : 15:49:45 quote: Originally posted by Rhewtani
It shouldn't take too long, these NPCs (or as I like to think of them - criminals) buy our hard earned magic items at 50% and turn around, spray them down with windex, and then resell them at 100% again. It really is just as much a sham as the rates they charge for finished goods based on material costs and this secret means of gaining experience they have that they won't let us in on.
*LOL*
The real answer though is D&D core rules really does not do economics. Farmers should be far richer and merchants and traders poorer. A bushel of wheat sold at farm costs the same amount in the city, even if the goods need to be transported 100 or more miles. |
| Rhewtani |
Posted - 11 Oct 2011 : 15:21:46 It shouldn't take too long, these NPCs (or as I like to think of them - criminals) buy our hard earned magic items at 50% and turn around, spray them down with windex, and then resell them at 100% again. It really is just as much a sham as the rates they charge for finished goods based on material costs and this secret means of gaining experience they have that they won't let us in on. |
| Ayrik |
Posted - 11 Oct 2011 : 12:47:27 I'm guessing that a good way to handle this is to refresh the town's gold whenever the other resources (party experience and gold) get refreshed; ie, roughly once per adventure, or at least once per play session during larger adventures. The basic pattern seems to be: Heroes get quest, Heroes buy necessary gear, Heroes do quest (often by killing something big), Heroes haul loot back to town (and/or collect bounty), Heroes sell their junk and spend much gold buying upgrades, then Heroes wait around for next quest. If the heroes break this sequence (and visit town too often) then they will probably find that merchants have the same (lack of) cash and goods in stock as they did before, not enough town-time has passed for a refresh. Just keeps it simple.
I suppose special conditions might dictate that particular items are somehow immediately sold away forever, or mysteriously procured from elsewhere, or simply held for an indefinite period, as necessary for the town (merchants) to accomodate the needs of their local heroes or to progress a plot/adventure. Such things are probably best isolated from the regular "town gold" guidelines and hardly present any real long-term impact (or potential for abuse) anyways.
Agreed, if you want to add more detail and realism then you might consider the people and their occupations in town, and in neighbouring towns, along with seasonal variances (like crop harvesting), tracking of merchants and travellers (and other heroes) who move gold and goods around, economic impacts of wars and depredation, etc etc. But the entire purpose of these "town gold" rules seems to be an intent to provide a quick-and-dirty approximation to help keep the focus of the game on constant gameplay rather than on constant maintenance of accounting ledgers. |
| Kentinal |
Posted - 11 Oct 2011 : 12:13:55 I do not believe it is listed any where how quickly a Town or City replaces resources. in fact the resources or available gold should not change that much. if you want to sell that +5 sword in a town, you can only sell it for the maximum amount available. The town then send it to a city and get more for it then paid the adventuring party. The Town available resource remains the same per those rules.
The gold resources are how much coin a community (members of it) can provide. It is a guideline for how much an PC party might be able to sell items for, until the Town no longer willing to give strangers more. The actual wealth in land, animals, weapens, crafts are far greater then the guidelines offered.
In some ways, one could argue that a mostly farming Town rebuilds coin after sale of harvests, however purchase of valuable item at any time and resold could be days or maybe a few weeks. |
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